1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1994-1998 Revolution Software Ltd.
9 *
10 * This program is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU General Public License
12 * as published by the Free Software Foundation; either version 2
13 * of the License, or (at your option) any later version.
14 *
15 * This program is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 * GNU General Public License for more details.
19 *
20 * You should have received a copy of the GNU General Public License
21 * along with this program; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
23 */
24
25
26 #include "common/rect.h"
27
28 #include "sword2/sword2.h"
29 #include "sword2/defs.h"
30 #include "sword2/header.h"
31 #include "sword2/console.h"
32 #include "sword2/logic.h"
33 #include "sword2/maketext.h"
34 #include "sword2/memory.h"
35 #include "sword2/mouse.h"
36 #include "sword2/resman.h"
37 #include "sword2/router.h"
38 #include "sword2/screen.h"
39
40 namespace Sword2 {
41
clearDebugTextBlocks()42 void Debugger::clearDebugTextBlocks() {
43 uint8 blockNo = 0;
44
45 while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0) {
46 // kill the system text block
47 _vm->_fontRenderer->killTextBloc(_debugTextBlocks[blockNo]);
48
49 // clear this element of our array of block numbers
50 _debugTextBlocks[blockNo] = 0;
51
52 blockNo++;
53 }
54 }
55
makeDebugTextBlock(char * text,int16 x,int16 y)56 void Debugger::makeDebugTextBlock(char *text, int16 x, int16 y) {
57 uint8 blockNo = 0;
58
59 while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0)
60 blockNo++;
61
62 assert(blockNo < MAX_DEBUG_TEXTS);
63
64 _debugTextBlocks[blockNo] = _vm->_fontRenderer->buildNewBloc((byte *)text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
65 }
66
buildDebugText()67 void Debugger::buildDebugText() {
68 char buf[128];
69
70 int32 showVarNo; // for variable watching
71 int32 showVarPos;
72 int32 varNo;
73
74 ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
75
76 // clear the array of text block numbers for the debug text
77 clearDebugTextBlocks();
78
79 // mouse coords
80 // print mouse coords beside mouse-marker, if it's being displayed
81 if (_displayMouseMarker) {
82 int mouseX, mouseY;
83
84 _vm->_mouse->getPos(mouseX, mouseY);
85
86 sprintf(buf, "%d,%d", mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y);
87 if (mouseX > 560)
88 makeDebugTextBlock(buf, mouseX - 50, mouseY - 15);
89 else
90 makeDebugTextBlock(buf, mouseX + 5, mouseY - 15);
91 }
92
93 // mouse area coords
94
95 // defining a mouse area the easy way, by creating a box on-screen
96 if (_draggingRectangle || _vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
97 // so we can see what's behind the lines
98 _rectFlicker = !_rectFlicker;
99
100 sprintf(buf, "x1=%d", _rectX1);
101 makeDebugTextBlock(buf, 0, 120);
102
103 sprintf(buf, "y1=%d", _rectY1);
104 makeDebugTextBlock(buf, 0, 135);
105
106 sprintf(buf, "x2=%d", _rectX2);
107 makeDebugTextBlock(buf, 0, 150);
108
109 sprintf(buf, "y2=%d", _rectY2);
110 makeDebugTextBlock(buf, 0, 165);
111 }
112
113 // testingSnR indicator
114
115 if (_testingSnR) { // see fnAddHuman()
116 sprintf(buf, "TESTING LOGIC STABILITY!");
117 makeDebugTextBlock(buf, 0, 105);
118 }
119
120 // debug info at top of screen - enabled/disabled as one complete unit
121
122 if (_displayTime) {
123 int32 time = _vm->getMillis();
124
125 if ((time - _startTime) / 1000 >= 10000)
126 _startTime = time;
127
128 time -= _startTime;
129 sprintf(buf, "Time %.2d:%.2d:%.2d.%.3d", (time / 3600000) % 60, (time / 60000) % 60, (time / 1000) % 60, time % 1000);
130 makeDebugTextBlock(buf, 500, 360);
131 sprintf(buf, "Game %d", _vm->_gameCycle);
132 makeDebugTextBlock(buf, 500, 380);
133 }
134
135 // current text number & speech-sample resource id
136
137 if (_displayTextNumbers) {
138 if (_textNumber) {
139 if (_vm->_logic->readVar(SYSTEM_TESTING_TEXT)) {
140 if (_vm->_logic->readVar(SYSTEM_WANT_PREVIOUS_LINE))
141 sprintf(buf, "backwards");
142 else
143 sprintf(buf, "forwards");
144
145 makeDebugTextBlock(buf, 0, 340);
146 }
147
148 sprintf(buf, "res: %d", _textNumber / SIZE);
149 makeDebugTextBlock(buf, 0, 355);
150
151 sprintf(buf, "pos: %d", _textNumber & 0xffff);
152 makeDebugTextBlock(buf, 0, 370);
153
154 sprintf(buf, "TEXT: %d", _vm->_logic->_officialTextNumber);
155 makeDebugTextBlock(buf, 0, 385);
156 }
157 }
158
159 // resource number currently being checking for animation
160
161 if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
162 sprintf(buf, "trying resource %d", _vm->_logic->readVar(SYSTEM_TESTING_ANIMS));
163 makeDebugTextBlock(buf, 0, 90);
164 }
165
166 // general debug info
167
168 if (_displayDebugText) {
169 /*
170 // CD in use
171 sprintf(buf, "CD-%d", currentCD);
172 makeDebugTextBlock(buf, 0, 0);
173 */
174
175 // mouse coords & object pointed to
176
177 if (_vm->_logic->readVar(CLICKED_ID))
178 sprintf(buf, "last click at %d,%d (id %d: %s)",
179 _vm->_logic->readVar(MOUSE_X),
180 _vm->_logic->readVar(MOUSE_Y),
181 _vm->_logic->readVar(CLICKED_ID),
182 _vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID)));
183 else
184 sprintf(buf, "last click at %d,%d (---)",
185 _vm->_logic->readVar(MOUSE_X),
186 _vm->_logic->readVar(MOUSE_Y));
187
188 makeDebugTextBlock(buf, 0, 15);
189
190 uint32 mouseTouching = _vm->_mouse->getMouseTouching();
191
192 int mouseX, mouseY;
193
194 _vm->_mouse->getPos(mouseX, mouseY);
195
196 if (mouseTouching)
197 sprintf(buf, "mouse %d,%d (id %d: %s)",
198 mouseX + screenInfo->scroll_offset_x,
199 mouseY + screenInfo->scroll_offset_y,
200 mouseTouching,
201 _vm->_resman->fetchName(mouseTouching));
202 else
203 sprintf(buf, "mouse %d,%d (not touching)",
204 mouseX + screenInfo->scroll_offset_x,
205 mouseY + screenInfo->scroll_offset_y);
206
207 makeDebugTextBlock(buf, 0, 30);
208
209 // player coords & graphic info
210 // if player objct has a graphic
211
212 if (_graphAnimRes)
213 sprintf(buf, "player %d,%d %s (%d) #%d/%d",
214 screenInfo->player_feet_x,
215 screenInfo->player_feet_y,
216 _vm->_resman->fetchName(_graphAnimRes),
217 _graphAnimRes,
218 _graphAnimPc,
219 _graphNoFrames);
220 else
221 sprintf(buf, "player %d,%d --- %d",
222 screenInfo->player_feet_x,
223 screenInfo->player_feet_y,
224 _graphAnimPc);
225
226 makeDebugTextBlock(buf, 0, 45);
227
228 // frames-per-second counter
229
230 sprintf(buf, "fps %d", _vm->_screen->getFps());
231 makeDebugTextBlock(buf, 440, 0);
232
233 // location number
234
235 sprintf(buf, "location=%d", _vm->_logic->readVar(LOCATION));
236 makeDebugTextBlock(buf, 440, 15);
237
238 // "result" variable
239
240 sprintf(buf, "result=%d", _vm->_logic->readVar(RESULT));
241 makeDebugTextBlock(buf, 440, 30);
242
243 // no. of events in event list
244
245 sprintf(buf, "events=%d", _vm->_logic->countEvents());
246 makeDebugTextBlock(buf, 440, 45);
247
248 // sprite list usage
249
250 sprintf(buf, "bgp0: %d/%d", _vm->_screen->getCurBgp0(), MAX_bgp0_sprites);
251 makeDebugTextBlock(buf, 560, 0);
252
253 sprintf(buf, "bgp1: %d/%d", _vm->_screen->getCurBgp1(), MAX_bgp1_sprites);
254 makeDebugTextBlock(buf, 560, 15);
255
256 sprintf(buf, "back: %d/%d", _vm->_screen->getCurBack(), MAX_back_sprites);
257 makeDebugTextBlock(buf, 560, 30);
258
259 sprintf(buf, "sort: %d/%d", _vm->_screen->getCurSort(), MAX_sort_sprites);
260 makeDebugTextBlock(buf, 560, 45);
261
262 sprintf(buf, "fore: %d/%d", _vm->_screen->getCurFore(), MAX_fore_sprites);
263 makeDebugTextBlock(buf, 560, 60);
264
265 sprintf(buf, "fgp0: %d/%d", _vm->_screen->getCurFgp0(), MAX_fgp0_sprites);
266 makeDebugTextBlock(buf, 560, 75);
267
268 sprintf(buf, "fgp1: %d/%d", _vm->_screen->getCurFgp1(), MAX_fgp1_sprites);
269 makeDebugTextBlock(buf, 560, 90);
270
271 // largest layer & sprite
272
273 // NB. Strings already constructed in Build_display.cpp
274 makeDebugTextBlock(_vm->_screen->getLargestLayerInfo(), 0, 60);
275 makeDebugTextBlock(_vm->_screen->getLargestSpriteInfo(), 0, 75);
276
277 // "waiting for person" indicator - set form fnTheyDo and
278 // fnTheyDoWeWait
279
280 if (_speechScriptWaiting) {
281 sprintf(buf, "script waiting for %s (%d)",
282 _vm->_resman->fetchName(_speechScriptWaiting),
283 _speechScriptWaiting);
284 makeDebugTextBlock(buf, 0, 90);
285 }
286
287 // variable watch display
288
289 showVarPos = 115; // y-coord for first showVar
290
291 for (showVarNo = 0; showVarNo < MAX_SHOWVARS; showVarNo++) {
292 varNo = _showVar[showVarNo]; // get variable number
293
294 // if non-zero ie. cannot watch 'id' but not needed
295 // anyway because it changes throughout the logic loop
296
297 if (varNo) {
298 sprintf(buf, "var(%d) = %d", varNo, _vm->_logic->readVar(varNo));
299 makeDebugTextBlock(buf, 530, showVarPos);
300 showVarPos += 15; // next line down
301 }
302 }
303
304 // memory indicator - this should come last, to show all the
305 // sprite blocks above!
306
307 uint32 totAlloc = _vm->_memory->getTotAlloc();
308 int16 numBlocks = _vm->_memory->getNumBlocks();
309
310 if (totAlloc < 1024)
311 sprintf(buf, "%u bytes in %d memory blocks", totAlloc, numBlocks);
312 else if (totAlloc < 1024 * 1024)
313 sprintf(buf, "%uK in %d memory blocks", totAlloc / 1024, numBlocks);
314 else
315 sprintf(buf, "%.02fM in %d memory blocks", totAlloc / 1048576., numBlocks);
316
317 makeDebugTextBlock(buf, 0, 0);
318 }
319 }
320
drawDebugGraphics()321 void Debugger::drawDebugGraphics() {
322 ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
323 // walk-grid
324
325 if (_displayWalkGrid)
326 _vm->_logic->_router->plotWalkGrid();
327
328 // player feet coord marker
329
330 if (_displayPlayerMarker)
331 plotCrossHair(screenInfo->player_feet_x, screenInfo->player_feet_y, 215);
332
333 // mouse marker & coords
334
335 if (_displayMouseMarker) {
336 int mouseX, mouseY;
337
338 _vm->_mouse->getPos(mouseX, mouseY);
339
340 plotCrossHair(mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y, 215);
341 }
342
343 // mouse area rectangle / sprite box rectangle when testing anims
344
345 if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
346 // draw box around current frame
347 drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
348 } else if (_draggingRectangle) {
349 // defining a mouse area the easy way, by creating a box
350 // on-screen
351 if (_rectFlicker)
352 drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
353 }
354 }
355
plotCrossHair(int16 x,int16 y,uint8 pen)356 void Debugger::plotCrossHair(int16 x, int16 y, uint8 pen) {
357 _vm->_screen->plotPoint(x, y, pen);
358
359 _vm->_screen->drawLine(x - 2, y, x - 5, y, pen);
360 _vm->_screen->drawLine(x + 2, y, x + 5, y, pen);
361
362 _vm->_screen->drawLine(x, y - 2, x, y - 5, pen);
363 _vm->_screen->drawLine(x, y + 2, x, y + 5, pen);
364 }
365
drawRect(int16 x1,int16 y1,int16 x2,int16 y2,uint8 pen)366 void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) {
367 _vm->_screen->drawLine(x1, y1, x2, y1, pen); // top edge
368 _vm->_screen->drawLine(x1, y2, x2, y2, pen); // bottom edge
369 _vm->_screen->drawLine(x1, y1, x1, y2, pen); // left edge
370 _vm->_screen->drawLine(x2, y1, x2, y2, pen); // right edge
371 }
372
373 } // End of namespace Sword2
374